/**
 * X-COM Pawn Class
 * Uses for x-com pawns
 */
class xT_Pawn_Human_Medium extends xT_Pawn_Human;

DefaultProperties
{
	//ArmorIcon = 
	Defence = (Head = 20, Torso = 40, Arms = 30, Legs = 30, Other = 10)

	EnergyMax = 150

	Begin Object Name=PawnSkeletalMeshComponent
		SkeletalMesh = SkeletalMesh'xc_M_sol_MA.Mesh.xc_M_sol_Armor1'
		PhysicsAsset = PhysicsAsset'xc_M_sol_MA.Mesh.xc_M_sol_Armor1_Physics'
	End Object

	HeadShotEffect=ParticleSystem'T_FX.Effects.P_FX_HeadShot_Corrupt'

	GibExplosionTemplate=ParticleSystem'T_FX.Effects.P_FX_GibExplode_Corrupt'

	HeadGib=(BoneName=b_Head,GibClass=class'xFX_Gib_RobotHead',bHighDetailOnly=false)

	Gibs[0]=(BoneName=b_LeftForeArm,GibClass=class'xFX_Gib_RobotArm',bHighDetailOnly=false)
	Gibs[1]=(BoneName=b_RightForeArm,GibClass=class'xFX_Gib_RobotHand',bHighDetailOnly=true)
	Gibs[2]=(BoneName=b_LeftLeg,GibClass=class'xFX_Gib_RobotLeg',bHighDetailOnly=false)
	Gibs[3]=(BoneName=b_RightLeg,GibClass=class'xFX_Gib_RobotLeg',bHighDetailOnly=false)
	Gibs[4]=(BoneName=b_Spine,GibClass=class'xFX_Gib_RobotTorso',bHighDetailOnly=false)
	Gibs[5]=(BoneName=b_Spine1,GibClass=class'xFX_Gib_RobotChunk',bHighDetailOnly=true)
	Gibs[6]=(BoneName=b_Spine2,GibClass=class'xFX_Gib_RobotChunk',bHighDetailOnly=true)
	Gibs[7]=(BoneName=b_LeftClav,GibClass=class'xFX_Gib_RobotChunk',bHighDetailOnly=true)
	Gibs[8]=(BoneName=b_RightClav,GibClass=class'xFX_Gib_RobotArm',bHighDetailOnly=true)

	HealthRegenerationSpeed = 0.055
	EnergyRegenerationSpeed = 0.125

	//DeathMeshSkelMesh = 
	//DeathMeshPhysAsset = 
	//SkeletonBurnOutMaterials[0] = 

	Name="Default__xT_Pawn_Human_Medium"
}